No. Enc.: 1d4 (2d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: 7
Attacks: 3 (claw/claw/bite)
Damage: 1d6/1d6/1d8
Save: L4
Morale: 9
Hoard Class: XX
The Skunkape is a huge (8' tall) ape-like, forest-dwelling humanoid. The Skunkape is thought to be an offshoot of the Apeman (MF rulebook, pg. 60), however they have little in common other than appearance.
Skunkapes are nocturnal creatures, preferring to do their hunting and foraging at night. To better facilitate this, Skunkapes have developed keen night vision, allowing them to see up to 60 feet away in total darkness as if it were daylight. because Skunkapes are not overly aggressive, they have also developed a formidable defense mechanism. The Skunkape's skin constantly secretes a foul-smelling musk that clinks to its hair. Any who come within 20 feet of a Skunkape must save versus poison or spend 1d4 rounds retching, vomiting, and trying to get away from the stench. It is fairly obvious when you get near a Skunkape lair as the smell will be nearly unbearable. Those without olfactory senses will be unaffected.
Mutations: toxic weapon (stench), night vision
[New Magic Item] Sober Potion
-
Sober Potion ‘That’s one way to drive down the prices of their liquor,’
observed Arakam the wizard.‘Tried and true. Let’s get Krogi, a couple of
cases and ...
Very nice!
ReplyDeleteGreat minds think a like. :) I did my own take on the skunk ape a couple of months back:
ReplyDeletehttp://sorcerersskull.blogspot.com/2010/04/cryptids-revealed.html
@ Trey: Holy crap! Same picture and everything! Stats are nearly identical too! (I gave it a few more HD and a bit more damage, as well as night vision.) Wow, after I created the Dropbear, I just wanted to do another little-known xenobiology critter. Never suspected you beat me to the punch! OK then, dibs on the Jersey Devil!
ReplyDeleteNo worries. Like I say, great minds. Consider the Jersey Devil yours. :)
ReplyDelete